If you guys want to put a temporary hold on this for the next week or two, I have no problem with that. I am probably going to start a recruitment thread to my own campaign in the middle of the week and having one less campaign to worry about while getting it started would probably not be a bad thing.

Only if you are all cool with it, but keep checking in until we're all ready. Also good luck with the recruitment, I'll probably check in though as you are in two of my games you'll recognise who might be a good poster and who isn't.

Yeh - I know who I do not want in my campaign (I don't think any are in your games). As far as who I would not mind having in the game, the list is far too large for 1 campaign. I do not think that I am going to run two immediately, but I will have to make that decision when I get there. Really, I need to see how much work it is before I double up.

Yeh - I know who I do not want in my campaign (I don't think any are in your games). As far as who I would not mind having in the game, the list is far too large for 1 campaign. I do not think that I am going to run two immediately, but I will have to make that decision when I get there. Really, I need to see how much work it is before I double up.

I was tempted to make two campaigns as there were so many people interested, however I had to remind myself with how complex the building rules will be for my first time and on the concept of free time I had to make the tough decisions, though I admit freely sir bronwyn's and carina's backstory jumped up at me more so than others. That's anither reason I went with 6 person KM conversion as well as to get as many people who don't have campaigns a chance to be in one.

You have to remember, I do not have the option of falling back on an AP. I am going to attempt to run an old AD&D module (Pathfinderized and Golarianized). I have converted the first few sections, but since I do not know exactly what level people will be, I stopped converting things until we work through. Then I will convert as I go. Hopefully it will work.

One of the hard parts is how different monsters were back then compared to now and also that the old modules were frequently written for 8-10 character parties of varied levels.

I am pretty sure that it will only be one campaign at first. Whether I will start a second will just have to wait until I see how much work it is.

You have to remember, I do not have the option of falling back on an AP. I am going to attempt to run an old AD&D module (Pathfinderized and Golarianized). I have converted the first few sections, but since I do not know exactly what level people will be, I stopped converting things until we work through. Then I will convert as I go. Hopefully it will work.

One of the hard parts is how different monsters were back then compared to now and also that the old modules were frequently written for 8-10 character parties of varied levels.

I am pretty sure that it will only be one campaign at first. Whether I will start a second will just have to wait until I see how much work it is.

I might have a few PDFs with said different monsters, only they're all 3.5 sources so might need some converting but it'll be a far cleaner and easier conversion than from AD&D system.

You have to remember, I do not have the option of falling back on an AP. I am going to attempt to run an old AD&D module (Pathfinderized and Golarianized). I have converted the first few sections, but since I do not know exactly what level people will be, I stopped converting things until we work through. Then I will convert as I go. Hopefully it will work.

One of the hard parts is how different monsters were back then compared to now and also that the old modules were frequently written for 8-10 character parties of varied levels.

I am pretty sure that it will only be one campaign at first. Whether I will start a second will just have to wait until I see how much work it is.

I might have a few PDFs with said different monsters, only they're all 3.5 sources so might need some converting but it'll be a far cleaner and easier conversion than from AD&D system.

Thanks, anything will be helpful. Most of the monsters, I can just swap out and then alter the number if necessary. It is more the traps and puzzles that are interesting to change. Also, figuring out DC's for perception checks versus the old "find secret doors on 1/6, elves/rangers find doors 2/6" etc. Really, it is telling a story which is something that I enjoy doing, just not something that I have a lot of experience in the D&D/PF sense.

You have to remember, I do not have the option of falling back on an AP. I am going to attempt to run an old AD&D module (Pathfinderized and Golarianized). I have converted the first few sections, but since I do not know exactly what level people will be, I stopped converting things until we work through. Then I will convert as I go. Hopefully it will work.

One of the hard parts is how different monsters were back then compared to now and also that the old modules were frequently written for 8-10 character parties of varied levels.

I am pretty sure that it will only be one campaign at first. Whether I will start a second will just have to wait until I see how much work it is.

I might have a few PDFs with said different monsters, only they're all 3.5 sources so might need some converting but it'll be a far cleaner and easier conversion than from AD&D system.

Thanks, anything will be helpful. Most of the monsters, I can just swap out and then alter the number if necessary. It is more the traps and puzzles that are interesting to change. Also, figuring out DC's for perception checks versus the old "find secret doors on 1/6, elves/rangers find doors 2/6" etc. Really, it is telling a story which is something that I enjoy doing, just not something that I have a lot of experience in the D&D/PF sense.

I'm sure you've checked d20pfsrd on their monsters. They've been lagging a bit since I stopped helping and devoted time to other things when time was getting tight, however I've been getting free time again so might once again work on things, especially this campaign which have a few beasties that haven't yet been finished converting. Errors here and there. The site has monsters from ToHC which has many converted creatures from their 3.5 books which are creatures from origonal and AD&D.

There are not too many strange creatures in this other than several gods. But I can figure out what to do with them. I have already pretty much figured how I will convert them to PF/Golarian. Other than that, most of the monster are pretty standard PF monsters. You have to remember, many monsters from the early 80s that would have been rather unusual back then have become standard. I have been using the d20pfsrd for most of my conversions as it is much better indexed than the actual Paizo site. Although you have to be careful as there are many errors in the conversions on the d20pfsrd. I have not found any with your stuff, but have seen a number in the Class Archetypes - especially the tables showing changes at the bottom of the regular class page.

One of the fun parts is changing classes and things. For instance, I see no problem with having Oracles/Sorcerers occasionally replace clerics/wizards, and with the old Assassin class from AD&D I have to decide whether to make it a Rogue, Fighter, Fighter/Rogue, or if high enough level, someone with the Assassin Prestige Class.

Another thing is treasure. There is one room with about 10,000,000gp worth of loot. For some reason, I think that might slightly off balance things in PF where magic is much more readily available. In D&D magic items were frequently much more expensive, and less powerful relatively speaking. Thus, every big enemy usually had a pile which would really pad the player's pockets if it was left the same in my PF game.

Tuesday midnight central is what I posted. I dread how many apps I may have to go through.

It's not easy. Make sure you check out the character links in the submissions. You can get a feel for how people post and see if they just dropped out of any campaigns if they got bored once you think you are down to the final 6-8 people, it helps. Might take an extra 5-10 minutes per person but it is worth it. I found a couple of people with good character posts but they had been disruptive or didn't post well in their campaigns.

Tuesday midnight central is what I posted. I dread how many apps I may have to go through.

It's not easy. Make sure you check out the character links in the submissions. You can get a feel for how people post and see if they just dropped out of any campaigns if they got bored once you think you are down to the final 6-8 people, it helps. Might take an extra 5-10 minutes per person but it is worth it. I found a couple of people with good character posts but they had been disruptive or didn't post well in their campaigns.

Oh, trust me, I know what you are talking about. Since I am already in 12 campaigns, I know a a lot of posters and have seen those who dropped out and quit. I will be very hesitant accepting people with 20 aliases, but only 20-50 posts each. I would love to help newer players, but really hate those who quit or post very infrequently. One tactic I use is to read through their higher post aliases and see whether they have huge unexplained gaps in posting (2-3weeks), etc.

Been watching the recruitment thread in my brief daily lurks (I honestly probably have the time to make one or two IC posts a day but that isn't even enough to DM my own games so its better to not do so...)- i'm familiar with a lot of the people applying and can give you my thoughts on some of the dodgy ones as well as people I can heartily recommend if you like.

While this would be easy to convert, but I think most level 15-20 PF parties would have a tough time unless fully equipped. I will have to figure how to create/convert her if/when we get there. As far as the earlier stuff goes, it will take a lot of converting and balancing as monsters in AD&D don't really transfer well 1 to 1 with PF. I have a lot figured out, and will see how things progress before doing a lot more work only to find that decisions were not made, or characters are too weak/powerful.

Honestly I wouldn't even worry about it. At that level you may as well make it infinity attacks for infinity damage. The original TOEE was designed to take you to 8 and the original demoness was at least theoreticaly doable (although she was only ever designed to be fought if the party screwed up badly). Your levels won't be right so don't even try to build her in at that demigod level. If your desperate to use her you could always stat her up an avatar or something at the appropriate CR.

My two cents. Happy to talk through encounter building if you like. I still remember most of the thing.

Update on the BSOD problem, I have moved all my info up to my PC. I haven't yet finished, but I have all the major stuff like the APs PDFs, notes on the campaign, ideas for later in the campaign and so on. I'm just waiting for people to allow my herolab licence of this computer as they seem to have a issue with it. Maybe it's because I moved it before on my laptop to it's second hard drive and saw that as moving it, but will have to wait for them. Until then I only have very vanilla herolab :p

Oh also I have been working on a homebrew and with Alex's help I've finished making the traits for the adventure. Will be set in Magnimar (not the AP, will be different) and invlove meeting someone who owns a black market and network able to find you information on anyone or able to obtain anything, but only for a price.

Here are the traits I came up with, though of course needed much help from Alex:

Blood of Ancients: You have ancient and powerful blood running through your body. No matter your ancestor, you choose your own path, but you gain a boon from the strength of your ancestors. It may have manifested itself since birth or late teens, but eitherway you feel that you are destined for greatness.

Azlanti: Somewhere far in your past your ancesters were part of the great and ancient human race known as the Azlanti. who managed to escape the initial destruction of Earthfall. You have a natural skill with all things magical. You gain a +2 trait bonus to Spellcraft as you appear to understand all spells on a subconcious level.

Dire Corby: Your blood once crossed with the Dire Corby, bird-like humanoids that it was said once lived on the surface before being driven into the darklands just as the Serpentfolk were. You have had many dreams of flying, more than the average person. You gain a +2 trait bonus to fly, which increases to +4 if the character gains wings.

Serpentfolk: Your ancestors mixed with the Serpentfolk, most likely as slaves that produced offspring or some kind of experiment in mixing the two species. You have an affiliation with serpents and reptiles, and can cast Speak With Animals at will to converse with such creatures (including various forms of dinosaurs, lizards, and other cold-blooded creatures). In addition, you gain a +1 trait bonus on the initial save to resist a poison.

Thassilonian: The lords of Thassilon decided that the lesser races should be allowed to practice magic just as the Azlanti do, however the civilisation fell into decadence and those that were there have been scatters, most likely either as Varisians or Shoanti tribes, both of who practice their own kind of magic. Your ancestor might have been one of the "lesser races" or an Azlanti who lives in Thassilonian. Because of your Affiliation with magic you gain a +1 trait bonus to one subschool (such as compulsion or polymorph).

Missing Colleague/Friend/Partner: You know someone who went to Magnimar to study the monuments of Magnimar as they appear to have become recently charged, though no one knows why. Your colleague went ahead of you to investigate this but has not returned your messages for several weeks and has gone missing from their inn room leaving no trace. From your study you
gain a +1 trait bonus on Knowledge (history) checks made in Varisia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments.

Omen: You one night have a vision of Magnimar in fire. You were then plagued with visions, yet retain no memory of them but you get a sense of DeJaVu. Because of this you gain a +1 to initiative and reflex saves.

Child of a Hero: Varisia breeds many heroes in it's history and you are the child of one of these many heroes who have travelled the lands and killed impending threats to Varisia and Golarian. That greatness has been passed to you, weither you ever knew your parent or not doesn't matter as they have passed down their greatness to you. You gain a masterwork breastplate and a +1 trait bonus to diplomacy within varisia, due to the high standing of your parent.

no ETA on the completeion of the homebrew, I still have to work out a few first missions and then after that I'll build stuff based on the PCs background and how things progress in the story.

From Glorio’s Mansion:
Mahogany table covered with skins of great snakes.
Trophy room, from cases and exotic weapons, bloodstone, wax statue.
“These items all look quite valuable, but you stash them away without giving a second glance besides of their quality.”

From Vudran guard statues:
Javelins, bloodstone heads.

From storage room:
Four hookahs and exotic cigars and tobacco.

From Library:
Six paintings
Two chandeliers
Books

Glorio’s Bedroom furnature, value 3000 gp.

From illusion room:
On top of it is a bloodstone that is glowing magical with moderate divination aura.
inside you find a huge pile of letters, and documentrs containing oaths of loyalty, debt, servitude that show you just how vast the Arkona's influence over Korvosa's crime scene actually is. With this is the Arkona's mansion was completely looted, they can call upon these favours and have everything returned with reletive ease.
Sifting through them you find a entire roster of the city's thieves' guild (known as the Cerulean Society) is in the Arkona's pocket. The most recent bit of the correstpondence between Glorio Arkona and Guildmaster Boule commands the Cerulean Society to "bottle up" during the quarantine, to let things unfold as they may, so that the citizens will be "properly desperate" when theAkrona's decide to make their move with "The fool seneschal" to usurp the queen and gain control over all of Korvosa. The letter closes with a promise from Glorio to gift all of Old Korvosa to the Cerulean Society to do with as they see fit. These papers can politicaly destroy the Arkina family if taken to the govoners, once Ileosa is handled with.
You also find a some papers on a magic ritual of some sort, but it would take some time to decipher as it's in code. Whatever it is, it looks somewhat complex.
Apart from the papers, there are some real treasures inside the chest. Three keader bags full of coins (4,000 sp, 2,000 gp, 500 pp), 5,500 gp worth of assorted gems and jewles and a lacquered cherrywood and ivory +1 holy light crossbow
2x scimitars
2x +1 chainmails
2x spiked +1 light shields
A 1-foot-long blue-coral gecko worth 300 gp, an exquisitely crafted firepelt cougar carved from redwood worth 200 gp, and a gold flame drake with tiny pearls for eyes worth 1,200 gp.
Inside are three large wodden chests with lids decorated in with carvings of cavorting tigers. All three chests are lined up against one wall with a message carved into each lid, in a language that appears similar to other texts you've seen in the books back in the library.
The opposite wall is carved, depicting hundreds of tigers marching in widening circles around a single green gem the size of a fist, set into the wall itself and carved to resemble a tiger's head. This gem is another bloodstone and gives off a magic aura similar to the other bloodstones you've collected that gave off this aura.
Three of the potions are of cure serious wounds and the other three are of lesser restoration.
You cut her down and gather up the two shining Javelins and a magic Kukri.

From Labyrinth:
a belt of might constitution +4 and the ring is a ring of protection +2
Her weapons are all masterworked. masterworked temple sword, masterwork kukri and masterwork spear.

Aron, there are quite a few things that don't have a value; we just chucked them into the bag of holding without examining it closely. Can you help fill in some of the blanks?

Once we have values assigned to everything, I'll run the numbers on the total values and split it, then anyone who wants to keep anything can pay for it out of their share. I'll also pull out party treasure, which I think consists of curing wands and potions.

Glorio:
Ring of Evasion (25000gp, you not notice that there is a seporate aura that is eminating from the green bloodstone on the ring. A aura of divination, that Jerin believes is the same on all the other bloodstones you've been picking up and somehow linked to the unique divination aura on Bahor's arm.)
We didn’t ever find out what gear Glorio had on him; we just checked his whole body in the bag and moved on.
A wand of Illusory Script (22 charges) 1980 gp
wand of shield (34 charges) 510 gp
+2 Kukri 8308 gp
belt of might constitution +2 4000 gp
ring of protection +3 18000 gp
boots of speed 12000 gp

The aura of the arm takes a while to decipher, but with the help of the text jerin manages to understand he finds out it's a very rare, but useful magic item called a "Third Eye". It is connected to the stones and once removed from a host, is destroyed. Due to it's connection, he can view through the stones, making sure to have placed them all over the mansion to have eyes everywhere and even on the ring of evasion to watch you in combat.

As long as you don't have another weapon in the hand where the eye is, you gain all around vision, however if you are a Rashaka and can bend you fingers in the opposite direction, you can still weild a weapon or shield with that hand and gain all round vision.

From Vencarlo’s box: (Vencarlo will give you this back after you leave the city)
Bag of Holding type 1 (2500 gp)
Cloak of Elvenkind (2500 gp)
Masterwork dagger, 12 (302 gp each)
Leather Armor, slick +2 (7910 gp)
Boots of Elvenkind (2500 gp)
Amulet of proof vs. detection and location (35000 gp) (Considering the danger it appears the senechal is in. Vencarlo would like him to swear it to keep him from being detected by the queen)
Belt of incredible dexterity +2 (4000 gp)
Rapier, keen +2 (18320 gp)

From Glorio’s Minions:
Three magic kukris (2308 gp each)
Bloodstone, 1000 gp
Bloodstone, 200 gp
Magical small elephant statue. (26,000 gp, functions like a marble elephant, but instead it's under the effect of the statue spell. Since you defeated it, you are now it's new owner and can make your own command phrase for it to come to life. Due to those new abilities it is far more expensive than your average figurine of wonderous power, marble elephant.)

Mahogany table covered with skins of great snakes. (no price, but will set it to 5000 gp for all of the skins and the table)
Trophy room, from cases and exotic weapons, bloodstone, wax statue.
“These items all look quite valuable, but you stash them away without giving a second glance besides of their quality.”
Bloodstone is 500 gp. It's very well carved and looks almost like a real heart, of course it is just the craftsmanship.

From storage room:
Four hookahs and exotic cigars and tobacco. (350 gp per hookah, but one of them has a bloodstone in it worth 100 gp. The exotic cigars and tabacco are worth 1,400 gp. This uncludes the other minor narcotics and weed that were with it.)

From Library:
Six paintings (800 gp each)
Two chandeliers (500 gp each)
Books (no solid price, they all cover a large variety of subjects based around Vudra, however it's only worth something to those who can read Vudrani (or Vudran as it was written in this campaign) so no idea what buyers you can have for it.)

The opposite wall is carved, depicting hundreds of tigers marching in widening circles around a single green gem the size of a fist, set into the wall itself and carved to resemble a tiger's head. This gem is another bloodstone and gives off a magic aura similar to the other bloodstones you've collected that gave off this aura. (bloodstone worth 750 gp)

You cut her down and gather up the two shining Javelins and a magic Kukri.

(The Kurki is a +1 ki focus, shock Kukri worth 18308 gp and the Javelins are Javelins of Lightning, worth 1500 gp each.)

Thank you Aron. Actually, I wasn't trying to get you to look up the values for all the items in the books, just valuables we found in the mansion (like gems and furniture) that didn't have a standard book value. But I do appreciate you taking all that time!

Thank you Aron. Actually, I wasn't trying to get you to look up the values for all the items in the books, just valuables we found in the mansion (like gems and furniture) that didn't have a standard book value. But I do appreciate you taking all that time!

think near the end I realised that, then I just went "f!@* it" and contined.

Some items not counted in the total below:
-Amulet of Proof vs. Detection and Location (Vencarlo wanted it to go to the seneschal).
-Third Eye (ruined when taking it from Glorio).
-Wand of Cure Moderate Wounds and curative potions (already distributed and/or used by group).

The value of the other items is 299,517 gp. The sale value is then 149,758.5 gp, split four ways that is 37,439.625 each.

The only things I could see Krenn having an interest in are the Bag of Holding and Ring of Protection +3 (because, really, Krenn has to do something about his AC).

Any thoughts?

Also, Aron had mentioned it may be challenging to unload this much loot quickly without drawing attention; any ideas in that regard?

well if you think about it, you've made yourself a enemy of the queen by finding the senechal who can expose that she did indeed poison her husband, tried to assassinate him and took a artifact out of the vaults of some evil nature.

Now that you know, the best way to stop someone spilling the beans is to take them out. Selling a huge about of treasure will definantly get her attention and the attention of any agents she might send after you.

Once we go back into town the second time I was going to purchase transport to Absalom via teleport from the wizards guild in disguise. Once I get there I can rent a safe location and we can just transport there to sell all of the goods.

Lets just take the bag of holding out of the loot and that way everyone chips in.

I'm not surprised Krenn is going last; it always seems to be the way...

Gamer Anecdote:

Some years back I was playing a GURPS fantasy game and had a dwarf that dumped IQ (which in GURPS largely encompasses what Intelligence and Wisdom do in Pathfinder). In the GURPS system, if you were surprised, you had to make an IQ roll to get unsurprised and act. At least once per gaming session, we would get surprised and Oah would spend the entire fight failing IQ rolls to be unsurprised. At the end of the fight, he would still be standing where he started staring with his jaw gaping at the fallen enemies and allies. Good times, those!

I'm now finally moving up to Southampton for university. Things will be hectic for me but will settle down on the 1st of October, at which time expect much more posting from me.

I'll try and weigh in where possible but please don't let the game be waiting for me on anything except combat. Assume my character is passive and goes with the flow. Should be able to keep up with combats but perhaps not more than that and if i'm too slow, bot me.

DM in a game I'm in is looking for someone to join as we've ended up with a character short. Here's the recruitment page so you know what's legal and what build for the character. Don't be afraid to PM the DM for any questions you might have: The Awakening

This is where we stood before the reefclaw and the last rashaka encounter.

Some items not counted in the total below:
-Amulet of Proof vs. Detection and Location (Vencarlo wanted it to go to the seneschal).
-Third Eye (ruined when taking it from Glorio).
-Wand of Cure Moderate Wounds and curative potions (already distributed and/or used by group).

The value of the other items is 299,517 gp. The sale value is then 149,758.5 gp, split four ways that is 37,439.625 each.

The only things I could see Krenn having an interest in are the Bag of Holding and Ring of Protection +3 (because, really, Krenn has to do something about his AC).

Aron, In that last encounter with the rashaka and his pet giant snakes, were we able to recover anything once the pit spell expired?

Sorry I have not posted here in a while, this thread does not appear to have been updating for me.

HP: 1d8 ⇒ 4

Level 8 Cleric - I pretty much get nothing new and interesting this level.

+1 Diplomacy
+1 Bluff
+2 Disable Device
_____________

If Krenn is taking the +3 Ring, I would like:
the +2 Ring;
the +2 Mithral Keen Rapier;
the +2 Headband of Charisma (I would prefer a wisdom headband, but will have to decide if I want to spend money to upgrade it.);
the +1 Holy Light Crossbow (not that I am great with it, but it will be a lot better damage than the masterwork shortbow I have now.) <-- will have to think about this because of how expensive it is.
the boots of elvenkind; and
the Belt of Dex +2 (I think I have been using this for a while)